I like the picture with the green / yellow difference, it will help when the numbers are too big for the integers to be shown :)
I have 3 unreasonnable proposal for color blind people :
1) make the colored background blink when the condition is ready
2) make an overlay around the condition with ...
Search found 4678 matches
- Wed Sep 17, 2025 10:35 am
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 34
- Views: 4369
- Tue Sep 16, 2025 11:44 pm
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 3
- Views: 837
Re: Number Displays and Number Dashboards (Display Panels)
Your design is a whole feature rich dashboard that include multiple similar copies in the blueprint book :) but overall it look like the other design from the thread with similar design in the way it function, it's the same modulo operation to isolate a digit and a look-up table in the display ...
- Fri Sep 12, 2025 6:07 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 3
- Views: 837
- Fri Sep 05, 2025 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 231
Re: Robots falling from the sky could make things catch fire
This sounds like the Robot Attrition mod, with extra fire. :twisted:
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
- Fri Sep 05, 2025 1:41 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1090
Re: Demolisher sizes as weapon tech gates
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.
You know what, you’re right. This ...
- Fri Sep 05, 2025 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 231
Robots falling from the sky could make things catch fire
The suggestion is fairly simple : when a flying robot , like construction or logistic is destroyed and the debris fall on the ground, it could make things where it lands catch fire.
It would work on the biters because they are not super smart and they would attack the drones flying over them, so ...
It would work on the biters because they are not super smart and they would attack the drones flying over them, so ...
- Fri Sep 05, 2025 1:12 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1090
Re: Demolisher sizes as weapon tech gates
Like it’s rewarding you for nothing, just giving out free stuff even if you didn’t do anything to earn it. It’s kind of unsatisfying compared to the other planets
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big ...
- Fri Sep 05, 2025 3:52 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 822
Re: Why a 7 minute day/night cycle?
I remembered exactly 25,000 ticks as well. However, the wiki now says the day night cycle is 25,200 ticks and exactly 7 minutes. Did they change this in 2.0?
I could have swear it was 25000 when i linked just hours ago, but no, you are correct it's 25200, and when looking at the history of the ...
- Fri Sep 05, 2025 2:52 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 822
Re: Why a 7 minute day/night cycle?
I would argue the number of ticks in a day is totally unimportant because nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days that have passed. Everything is expressed/measured in items per/second or minute of game time.
Yes but that can be ...
- Fri Sep 05, 2025 2:27 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 822
Re: Why a 7 minute day/night cycle?
According to the wiki https://wiki.factorio.com/Time#Days , the actual duration of a day is 25000 ticks, or 416.66 seconds, or a little less than 7 minutes] . But that 25000 is the only "round number". 25200 ! which is exactly 7 minutes
Why not 30000 ticks or 40000 ticks ? i don't know
Why not 30000 ticks or 40000 ticks ? i don't know

- Fri Sep 05, 2025 2:14 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2029
- Views: 827042
Re: Simple Questions and Short Answers
Somebody just joined my serwer and pasted this ABNOMINATION. There are no mods on server, just vanilla Space Age.
HOW THE HELL YOU DO THAT?! My mind is broken. When we got diagonall inserters and how do you place them? I tried to copy it, and it works! What kind of magic is that. How you do that ...
- Thu Sep 04, 2025 7:51 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1090
Re: Demolisher sizes as weapon tech gates
That's quite bad imo because it reduces options players have with no real benefitCyberCider wrote: Thu Sep 04, 2025 5:05 pm idea is to lock the ability to kill medium demolishers behind Fulgora tech,
- Thu Sep 04, 2025 12:59 pm
- Forum: Gameplay Help
- Topic: MECHA MKII LEGENDARY, second player can't have achievment/badge
- Replies: 3
- Views: 373
Re: MECHA MKII LEGENDARY, second player can't have achievment/badge
It could be the playtime, if your friend wasn't present on the map more than a certain % of time, i think 50 then the achievement can't be unlocked for that person
It's in the game to make it so you don't unlock every achievement by joining a random multiplayer very late game once.
It's in the game to make it so you don't unlock every achievement by joining a random multiplayer very late game once.
- Wed Sep 03, 2025 11:26 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
Yeah right x) but who's gonna debunk all the bullshit ?
- Wed Sep 03, 2025 11:20 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
This is non-sense, and the rest is personnal attacks, why ignore all PMs ?
- Wed Sep 03, 2025 11:07 pm
- Forum: Off topic
- Topic: Do you ever wonder if you are the bad guys ?
- Replies: 18
- Views: 5088
Re: Do you ever wonder if you are the bad guys ?
Having just completed two genocides to improve UPS, I'm starting to think that the factory growing is not what's best for everyone.
I can understand that your intervention isn't targeted at the whole "going to space" ,rather pointing the cursor on the violence, but it's still not an answer to ...
- Wed Sep 03, 2025 10:27 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
Indeed, i made the change because it appears the only way for the setup not to clog, i learned this trick from https://forums.factorio.com/123768
Ah good example of a topic flooded with crap by the same troll ! I wonder how it's possible not to understand the simple coal upcycler after spending ...
- Wed Sep 03, 2025 9:46 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
That does not explain the discrepancy 200/250 though, now i'm curious
the setup is VERY easy to understand, when the mining drill produce too much ore for the recycler it can clog, which won't happen before 200 level of mining productivity, then you need a slower module on the beacon, but if ...
- Wed Sep 03, 2025 8:59 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
Just ignore the trollShulmeister wrote: Wed Sep 03, 2025 8:56 pm I don't understand what you are trying to ask me, and why me ?

- Wed Sep 03, 2025 5:35 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 31336
Re: Ban quality modules from asteroid crushers
those are not mods that ban quality modules in crushers, but only for the reprocessing receipe.
But one of them says specifically it removes both modules from fluids and asteroid reprocessing.
:roll:
It’s the same intention, just poorly executed. And the first mod, “no quality ...